DARK BLOOD ONLINE

DARK BLOOD ONLINE

Not enough ratings
[Paladin] PvX Combo Guide
By Oxea
This will be a moderately in-depth guide on how to play a PvX (both PvE & PvP) Paladin. This guide was selected as 1 of 10 winners in the combo guide competition.

My levelling/skill tree guide for Paladin's can be found here.

[Under current revision to update this guide since I am now Level 50]
   
Award
Favorite
Favorited
Unfavorite
Introduction


Hey all, this combo guide will be dedicated to the Knight's secondary class - the Paladin. It'll be a moderately in-depth guide on how to build for PvX gameplay using a balanced orientated build.

Remember first of all, that this is a combo guide not necessarily a leveling guide so don't feel inclined to level the same skills. In saying this, as a guide you are free to follow it to a degree and apply your own choices for combo-ing!

This will be written with the knowledge of a level 35 Paladin but regardless of your level and skills, you can follow this combo guide which should help overall as a player to notch out them continuous, annoying damage in both PvE and PvP.

I have also written up a levelling/skill tree guide which can be found here. Please be aware that two specific guides have differentiating skills and were written from a level 35 and 40 perspective respectively.
Skills List
The following will basically list the skills that I see fit in helping you combo, again this is a guide that you can follow to whatever degree. I will split this section into both Active Skills and Buff/Passive, then listing them into sub categories which you'll see.

Also note, the skills will be put into one ultimate category regardless if they branch off into multiple for consistencies sake but it will be noted in the next section where skills are able to be used in multiple instances.

1. Active Skills
- 1a. Standing Skills
  • Power Stream
  • Shield Assault
  • Shield Dancing*
  • Shield Guard
  • Shield Stun
  • Strike
  • Trust
- 1b. Launching Skills
  • Guard Cancel Upper*
  • Double-Rising*
  • Rising Strike*
  • Upper Slash
- 1c. OTG (On The Ground) Skills
  • Down Attack
  • Electric Circle
  • Power Smash
1d. Grab Skills
  • Power Strike
  • Throw
1e. Movement Skills
  • Fast Evade
  • Sliding

2. Buff/Passive
- 2a. Buffs
  • Divine Recovery
  • Explosion of Fury
- 2b. Passives
  • Fast Rising
  • Link Sliding
  • Link Trust
* (Asterix) denotes you need a prerequisite before you can unlock/use.
Skills Rundown
This is where I'll explain about the specific skills mentioned - what they do, if they able to be used in more than category (Standing, OTG etc). For more info, feel free to check the skill descriptions in-game.

1. Active Skills
- 1a. Standing Skills
  • Power Stream (Standing, OTG): A 'ranged' skill that can attack up to 4 times (maybe difficult to hit 4 in PvP, so 3 tops). This is a great skill to use at the start of end of a combo or even to keep the enemy at bay for a short period of time. You could use this to 'poke' too and on initial use, the toughness buff is applied.

  • Shield Assault (Standing, Movement): First off, you can't use this whilst the enemy is OTG but just before they're about to get up you're able to do some damage.

    Secondly, 'toughness' mode is applied when using this which will negate any skills (I believe) that would make you 'fall'. You can also charge this skill for a great effect and in the first 1-2(accruate?) seconds you also gain the toughness buff.

    Last, you are able to use this as a movement skill if need be, to close the gap WITH the 'toughness' buff on (say against a Mage trying to drop you} or to create distance.

  • Shield Dancing (Standing, Launching, Movement): Similar to Shield Assault but this time you can hit up to 4 times with the 4th hit ending up as a launching hit. You also are buffed with toughness throughout the use.

    This skill is flexible as regardless of whether attack 1 or 4 times, each hit you can use to combo in another skill. This skill obviously can be used for 'movement' sake with the toughness buff.

    PS. This has a prerequisite skill being Down Attack.

  • Shield Guard: Pretty much a straight forward skill, you block whatever is coming your respective way for an X amount of time.

    Able to use the skill Guard Cancel Upper after you have been attacked, which launches the enemy in the air - perfect for, you guessed it - combo-ing!

  • Shield Stun: Another straight forward attack, basically damages and stuns your opponent in place for an X amount of time. Get creative here, you can use this at the start, middle or end of a combo.

  • Strike (Standing, OTG, Launching): Straight forward skill, use this at the start of a combo so - Z, XXX, XXX etc. After using Strike with your normal attacks it basically transforms those into Strike combos, which then after you can use your pure, normal attacks. Depending on the amount of AP you use, you can unlock more skill variants.

  • Trust (Standing, OTG, Movement): Shortly launches you forward and attacks/knocks down the opponent. It has an on-hit effect and as stated earlier, you'd presumably have a point in the buff skill Link Trust which will allow you to quickly use a skill after - perfect set up for a combo?!

    Or you could dash in/out of movement but this skill won't move you as far as the others, so becareful!
- 1b. Launching Skills
  • Guard Cancel Upper: You need to unlock the prerequisite skill Shield Guard before you get this. This skill is only able to be used in alignment with that skill too, after you've been attacked successfully.

  • Double-Rising: Another prerequisite skill is needed before this being Rising Strike and is only able to be used after that (along with the first tier skill - Upper Slash). Basically allows you use to use Rising Strike twice in a sense, perfect for another launch setting you up for more combos!

    You are able to hit the enemy an additional 6 times and since you presumably have invested in the passive skill Fast Rising, you may need to time this skill right to maximize damage input, launching height and/or even hitting them at all. Applies toughness buff too so you can't be necessarily interrupted.

  • Rising Strike: The prerequisite skill to Upper Slash, a powerful launching skill which will be a staple in your combos - it grants the user toughness mode too. Depending on your weapon, you'll do a decent amount of damage aside from setting you up to combo.

    With the passive skill invested in Fast Rising, you'll be able to easily factor in more skills especially with it's follow up skill Double-Rising.

  • Upper Slash (Launching, OTG): The first of the 3-hit launching combo (it's possible to pull off if you quickly move forward in between Rising Strike & Double-Rising). Another great skill to start off your combos and at its highest level, you are able to use it as an OTG skill.
- 1c. OTG (On The Ground) Skills
  • Down Attack: Pretty straight forward OTG skill - attacks the enemy on the ground. One way to end your combo.

  • Electric Circle (Standing, Launching, OTG): A great standing skill that's even better for OTG usage, it also can be used as a minor launching skill.

    You can basically hit up to 7 times and depending on level, it increases the AOE range by 10% and by max level (5) all enemies will be pulled towards your location for the duration of the skill.

    If you get away with using this skill whilst standing, the final attack will launch your enemy in the air which easily enables for more combos. Becareful though, you're pretty much a sitting duck if use this poorly.

  • Power Smash (Launching, OTG): A skill that can be used to launch the enemy if used on them whilst standing or even better for an end combo, OTG attack.

    On initial use, you will have the toughness buff applied and once you've made the initial 'smash' hit, you can cancel the normal launch followed by this skill with an actual other skill like Rising Strike to launch the enemy directly up rather than forward as the normal skill does.
1d. Grab Skills
  • Power Strike (Grab, Launching: Basically allows you to hold one enemy within its skill animation and launch them back whilst stealing some MP. It is possible to hit multiple enemies at once (PvE) but again, the MP steal is applied to one enemy only.

    The launch of this skill is a small forward one, so for those trigger happy players. It is possible to combo skills after using this. This is a great skill to stop the enemies rhythm, give yourself a break or recoup some MP etc.

  • Throw (Grab, Launching): This grab skill allows the user to choose what direction the enemy ends up (more open area or the wall etc). Upon use, you can deal up to 5 normal attacks before throwing them.

    Again for the savvy combo-ers, this skill launches the enemy but compared to Power Strike, way further. If you can manage, you could be able to hit them with a Power Smash
1e. Movement Skills
  • Fast Evade: Straight forward skill, used to evade the enemies attacks up or down. Can be used to counter-combo.

  • Sliding: Another pivotal movement skill this time allows you to move left or right, good for the usual dodging of attacks - to even closing/escaping and starting the counter-combo!

2. Buff/Passive
- 2a. Buffs
  • Divine Recovery: An important 'buff' skill to keep your survival lengthy! Don't necessarily discount this skill as it can be easily incorporated into your combo.

    Depending on your skill level, you'll be healed between 1K-3K+hp. This would probably be great to use at the end of a combo say after downing them which'll give you time to heal.

  • Explosion of Fury: An OP buff skill esp. for PvP. Grants the user 200% skill CD and overall motion speed boost by 10% for 30s. Self explanatory skill, BUT you must get your rage meter filled to be able to use this.

- 2b. Passives

Now for all 3 aforementioned passives, they allow quicker usage of skills right after.
Combo List
I know the previous sections were in-depth but I wanted to basically give you a theoretical, knowledgeable run down on your combo skills. This section will give you some examples of combos as the amount one could possibly come up with and use is literally huge amount.

It'll be up to you in the end anyway to practice these combos or even your own ones. I suggest the Wooden Dummy/Training Room be your first point of call otherwise even dungeons will do especially before you use them in a PvP setting.

Standing Combos
  • Strike, XXX, XXX (8 hit combo into small forward launch)
  • XXXX, Power Stream (7 hit combo into far launch)
  • XXXXX, Strike, XXXXXXX (12 hit combo into small forward launch). With this specific combo (at the time of writing), I found you can use this to set up OTG hit into launch at the end, you'll see if you try this out.
  • XXXX, Upper Slash, Trust (Target near wall, 6 hit combo)
  • XXXX, Upper Slash, XXXXX (10 hit combo into small forward launch)
  • XXXX, Shield Dancing, XXXX (12 hit combo into small forward launch)
  • XXXX, Shield Assault (1st attack), Rising Strike (7 hit combo into vertical launch)

Again, these are just a few examples of what you could do. Just find whatever suits you for your standing combo repertoire.

Launching Combos
  • Upper Slash, XXXX, Rising Strike (6 hit combo into vertical launch)
  • Upper Slash, Jump X, XXXX, Rising Strike (7 hit combo into vertical launch)
  • Shield Stun, Upper Slash, Rising Strike, Double-Rising (4 hit combo of vertical launching, may break the combo after RS to DR as they would be still travelling up by the time you try and use DR)
  • Rising Strike, Shield Dancing, Upper Slash (6 hit combo into small forward launch)
  • Rising Strike, Power Smash, Upper Slash (3 hit combo into small forward launch)

Some examples of what you could use for aerial/launching combos. Again, where you use them is up to you, these could be in an attempt to disrupt the enemies attack on you or midway from say your standing combos.

OTG (On The Ground) Combos
  • Power Smash, Electric Circle (8 hit combo into small forward launch)
  • Rising Strike, Down Attack, Upper Slash, Power Smash (4 hit combo into small forward launch)
  • Power Smash, Power Stream (6 hit combo into downed state)
  • Power Smash, Shield Dancing, Down Attack (6 hit combo into small forward launch)

Some more examples of what OTG combo options you have, using Power Smash as the starting combo whilst standing could be difficult to pull off especially in a PvP environment. But nonetheless it is still viable and would be worthy to learn such skills.

Grab & Movement Skills

Now I'm not going to go in-depth with grab & movement skills as these are basically straight forward moves, as I've given you examples on the 3 major areas already. I'm sure you could apply where both grab & movement skills can come into play - basically anywhere really.

The execution is up to you, my advice for both respectively would be to be weary with grab skills if you use them initially as you'll need to be right up close and movement skills, well that's self explanatory!

Buffs Skills

As for buff skills, your heal and steroid. I'd use either (in a PvP context) when you're in the clear ie. after you've finished your combo or whenever the enemy is in their downed state.

The steroid buff can only be used after certain conditions are met, being that you use an X amount of your skills or bit hit an X amount of times so becareful there especially.

End Notes
End notes for this specific section, this guide is basically theoretical/theory crafting. It's a guide to give you knowledge, an exposure to what you could be doing for your combos. Please do apply them practically as I've mentioned most probably at best through the Training Room/Wooden Dummy.

How much AP you invest into a skill, what skills etc. is all up to you. Even though I did give an extensive run down on what skills I am using, the theoretical bit - the practical bit of actually trying these combos and making your own is your primary responsibility.

Also even though your skill bar is limited to 10 skills, it'd be worthwhile in the long run to learn the commands of skills you'll be using frequently especially the easy ones like Strike or Fast Evade where you don't necessarily need to put in your skill bar for space.

All the different types of combos (standing, launching, OTG) intertwine but for specifics sake they've been put into categories as I've aforementioned. We could literally be here for a long time theoretically making combos.
End Notes
End notes for the whole guide itself now.

Again, this guide was written at a viewpoint from a level 35 Paladin, so if you're lower than that or even higher don't fret - this guide should give you a run down what you can be doing regardless.

First off I'd like to address - I haven't gotten the Cancel Jump skill yet and yes I know especially for PvP it would be a really good addition to combos. With that being said, you can easily fit that into your own combos whilst choosing to use this guide.

The other factors involved which (regardless of your own point of view) would be that you need to be mindful would be lag for starters - this especially will make half to even most of your combos hard to pull off. Second would be the class, as a Paladin you're obviously melee - against other melee these combos could be possible to pull off.

But against ranged like Hunters and Mages is a completely different story which will (regardless of any class anyway) make you think about specific combos for all classes. Again, you must put theory and practicality to use, practice makes perfect!

These skills for both PvX will use a lot of mana too so be mindful again how many moves in a combo you're using and how often you're doing them. Equips will matter overall not specifically so make sure overall, you're geared up well.

This again is a guide and it's your choice just how much you follow it, it's all your discretion at the end. Any constructive criticism will be welcome, I too am learning especially for PvP later on.

Thank you for taking the time to read, I hope I have given you some more knowledge on Paladin's and their potential combo-ing!
4 Comments
Oxea  [author] 19 Aug, 2014 @ 6:16pm 
I'll take that into account man, go check out my level/skill guide too which I've linked right at the start of the guide and please tell me what you think!
76561198128723569 19 Aug, 2014 @ 5:48pm 
sure i will, im paladin too thats why i like it, you should also add the gems and rune systems that suit this combo build, it would be great..!!
Oxea  [author] 19 Aug, 2014 @ 5:42pm 
Hey there Maob, thank you!

I definitely am looking to redo this whole guide since I'm Lv40 now with new skills especially to keep in line with my levelling/skill guide.

Expect a revised version of this soon.
76561198128723569 19 Aug, 2014 @ 5:35pm 
pretty cool dude show us a pic of the leveled skills, it will be more easier that way too